A6.P5 (cellSet fix,3b1ae83) + A6.P6 (cyl step-over,3d4e63f) shipped and verified. Original phantom radial-push is gone. Residual symptom: sphere blocked at NE/SE headings approaching closed cottage door because cyl's radial normal drives slide direction into the slab. Handoff covers: - What landed today (don't redo) - Concrete evidence from door-a6p6-v2.utf8.log (12 resolves with cn=(0.86,0.51,0) on door entity post-A6.P6) - 3 fix options (BSP-first per-entity / per-physobj dispatch port / door-cyl-informational) - 3 retail investigation questions for next session (state bit 0x10000 semantics, cdb trace on door cyl in retail, Setup parsing comparison) - Files to read first + tests to keep green + do-not-retry list - Pickup prompt with brainstorming-only discipline Next session's deliverable: a research report, NOT an implementation. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
16 KiB
A6.P6 / A6.P7 — Door cylinder + slab interaction handoff
Date: 2026-05-25 PM
Status: A6.P5 cellSet fix shipped (3b1ae83). A6.P6 cyl step-over shipped
(3d4e63f). Residual symptom remains: sphere can't slide tangentially
past the door's foot cylinder when the cyl's radial collision normal
dominates the slide direction. Three fix options identified; user picked
"investigate retail first" — that's this session's work.
TL;DR
Walking into a closed cottage door from outside in acdream:
| Before A6.P5 | After A6.P5 only | After A6.P6 too |
|---|---|---|
| Sphere walks through (cellSet didn't include door) | Sphere blocks BUT cyl phantom radial-pushes sphere AWAY from target (~10 cm push-out at door center) | Sphere stops at current position when cyl fires — no more push-out, but also can't slide tangentially past the cyl on some headings |
A6.P5 made the door reliably visible from all approach angles (closed the cellSet bug); A6.P6 routed Contact-grounded cyl collisions through step-over instead of radial push. Both retail-anchored. But the residual "can't slide past cyl on certain headings" still happens because:
- The door has two collision shapes: a tiny foot cylinder (r=0.10, h=0.20) and the big slab BSP.
- Our FindObjCollisions tests shapes in registration order. The cyl gets tested FIRST. When cyl fires, FindObjCollisions returns immediately — slab BSP never tested in that iteration.
- The cyl's collision normal is radial (away from cyl axis). For a sphere wanting to move SE past a door at world (132.6, 17.1), the cyl-radial normal is roughly (0.86, 0.51, 0). The slide tangent from that normal points mostly south — INTO the slab. Slab then blocks (in a downstream iteration). Net: sphere doesn't move.
- If the slab's clean (0, +1, 0) normal were used instead, the slide tangent would be pure east. Sphere would slide cleanly along the door. This is what retail does visibly.
So the question is: how does retail end up with the slab's normal driving the slide, when retail also has the cyl AND tests it?
What today shipped (DO NOT redo this)
A6.P5 — cellSet portal expansion fix (commit 3b1ae83)
- File:
src/AcDream.Core/Physics/CellTransit.cs - Function:
FindTransitCellsSphereexit-portal branch +BuildCellSetAndPickContaining - Change: exit portals contribute
exitOutside = trueby topology, not by sphere-plane overlap. - Retail anchor:
CObjCell::find_cell_listatacclient_2013_pseudo_c.txt:308742-308869. - Tests:
CellTransitTests.A6P5_BuildCellSetFromIndoorStart_ReachesDoorOutdoorCell+A6P5_BuildCellSetFromAlcove_AlsoReachesDoorOutdoorCell. Both pass. - Fixture:
tests/AcDream.Core.Tests/Fixtures/door-bug/over-penetration-capture.jsonl(3 records from the 17 MB live capture).
A6.P6 — cyl step-over for Contact movers (commit 3d4e63f)
- File:
src/AcDream.Core/Physics/TransitionTypes.cs - Function:
CylinderCollision— added Contact-grounded branch - Change: when
oi.Contact && !sp.StepUp && !sp.StepDown && engine != nulland cyl height fits step-up-height, attemptDoStepUp(collisionNormal, engine). On failure →StepUpSlide(this). On step-fail, behavior changes from radial push to tangent-along-crease. - Retail anchor:
CCylSphere::intersects_sphereatacclient_2013_pseudo_c.txt:324626-324641(Contact branch dispatchesstep_sphere_up) +CCylSphere::step_sphere_upatacclient_2013_pseudo_c.txt:324516-324538. - Tests: all
A6P5_*+Path 5tests + door directional tests pass in isolation. Full Core suite 17 failures (same as A6.P5 baseline) — diff is documented static-leak flakiness.
Probes added (still in place — useful for next session)
ACDREAM_PROBE_CELLSET=1→[cellset-build]line perBuildCellSetAndPickContainingcall.ACDREAM_PROBE_BUILDING=1→[cyl-test]+[bsp-test](existing).ACDREAM_PROBE_RESOLVE=1→[resolve](existing).ACDREAM_CAPTURE_RESOLVE=<path>→ JSONL capture for replay.
Captures from today (gitignored, on disk)
door-stuck-capture.jsonl(17 MB, 8483 records) — the original phantom reproduction.door-phantom-capture.jsonl(13 MB, ~7000 records) — captured with cyl/bsp probes ON post-A6.P5.door-a6p6-v2.launch.log(UTF-16) +door-a6p6-v2.utf8.log— most recent diagnostic launch with all 3 probes on after A6.P6 fix landed. Shows residual cyl phantom (12+ resolves with cn=(0.86, 0.51, 0) attributed to door entity 0x000F4245).
The remaining symptom (what to fix)
User walks into a closed cottage door (Setup 0x020019FF, entity at world ≈ (132.6, 17.1, 94.1)). When the sphere ends up at certain angles to the door (NE / SE of the cyl center), the cyl's slide "blocks" the sphere from making tangential progress along the slab face.
Specific evidence from door-a6p6-v2.utf8.log (line ~23553):
[resolve-bldg] obj=0x000F4245 ... hitPoly: plane=(0.000,0.000,-1.000,-1.236) ← slab BOTTOM hit, but culled (no Z motion)
[cyl-test] obj=0x000F4245 ... result=Slid ← cyl fired
[resolve] in=(132.777,17.724) tgt=(133.044,17.400) out=(132.777,17.724)
hit=yes n=(0.86,0.51,0.00) obj=0x000F4245 nObj=9
The cn=(0.86, 0.51, 0) is the cyl's radial normal (sphere is NE of cyl axis). The slide direction is perpendicular = (0.51, -0.86, 0) ≈ mostly south = into the slab. Slab blocks in subsequent iteration. Net: out == in.
Counts from the latest launch (~7K resolves):
- 117 hit=yes attributed to door entity 0x000F4245
- 99 hit=yes attributed to cottage GfxObj 0xA9B47900
- 350 cyl-tests result=Slid (out of 1623 total cyl tests)
- 12 resolves with cn=(0.86, 0.51, 0) on the door — the "phantom slide direction" pattern
The three options (user picked #2-investigation first)
Option 1: BSP-first per-entity test order (smallest fix)
Within an entity's shapes, test BSP shapes before Cylinder shapes. If BSP fires, skip the cyl. The slab's clean (0, ±1, 0) normal drives the slide → sphere slides smoothly along door face.
- ~10 lines in
FindObjCollisions(sortnearbyObjsper-entity). - Retail-faithful behaviorally; whether it's retail-faithful architecturally is uncertain (see Option 2 research).
Option 2: Port retail's per-physobj dispatch (architectural)
Restructure ShadowObjectRegistry to group shapes by entity. Implement
retail's CPhysicsObj::FindObjCollisions dispatch including the
state & 0x10000 branch logic (acclient_2013_pseudo_c.txt:276861).
- Large change; touches many files.
- True retail-faithful architecture. But behaviorally may end up producing the same outcome as Option 1 if our state flag mapping is correct.
Option 3: Door-cyl-as-informational
Hypothesis: retail's door cyl is for click-target / sound trigger / foot-slip prevention for non-player entities, NOT a physics blocker for the standard player. Skip registering it as a collision shape on entities that also have a BSP.
- Needs retail research to confirm.
- Risk: breaks foot-slip prevention for small entities.
Retail investigation needed (THIS SESSION's main work)
The fundamental question: what does retail do with the door's cyl that produces clean sliding past it? Two specific things to read + test:
Investigation 1: What does state & 0x10000 mean?
Retail's CPhysicsObj::FindObjCollisions at
acclient_2013_pseudo_c.txt:276861:
if (((this->state & 0x10000) == 0 || ebp_1 != 0) || eax_12 != 0) {
// iterate cylspheres + spheres
} else {
// iterate BSP parts via CPartArray::FindObjCollisions
}
Door state at spawn = 0x00010008. Bit 0x10000 (bit 16) IS set. So
condition state & 0x10000 == 0 is FALSE. The branch depends on
ebp_1 and eax_12.
Investigation steps:
- Grep
acclient_2013_pseudo_c.txtfor what assigns toebp_1and whateax_12is computed from. Identify which mover/target state bits drive the branch. - Search
docs/research/named-retail/acclient.hfor state flag bit definitions (look for constants0x10000,OBJECT_USES_PHYSICS_BSPor similar around the OBJECTINFO / PhysicsObj state field). - Determine which branch fires for: closed door (state 0x10008) + grounded player.
- If cyl branch fires for our case: how does retail block player from passing through the door without the BSP test?
- If BSP branch fires: why? What state condition is off in our replica?
Cross-reference with ACE's PhysicsObj.FindObjCollisions —
references/ACE/Source/ACE.Server/Physics/PhysicsObj.cs. ACE might
have cleaner names for the same logic.
Investigation 2: What does the door's cyl actually DO in retail?
Concrete experiment using cdb on the live retail client:
- Attach cdb to retail acclient.exe (toolchain in CLAUDE.md "Retail debugger toolchain" section).
- Set breakpoint on
CCylSphere::collides_with_sphere(acclient address 0x53a880) with action: log entity id + sphere position + result. Useqdafter ~5000 hits to detach. - Walk retail player into a closed cottage door from outside, trying to slide along it.
- Capture trace. Look for:
- Does the door cyl ever fire
collides_with_spherereturning 1? If yes → cyl IS active in retail. - If no → cyl is somehow excluded from physics in retail (Option 3 plausible).
- Does the door cyl ever fire
- Set breakpoint on
BSPTREE::find_collisionsfor the same scenario. Determine if BSP slab is tested.
Investigation 3: Inspect Setup parsing differences
Compare what our ShadowShapeBuilder.FromSetup produces from
Setup 0x020019FF vs what retail's PhysicsObj constructs from the
same Setup:
dotnet test --filter "FullyQualifiedName~DoorSetupGfxObjInspectionTests" --logger "console;verbosity=detailed"for our parse.- Inspect retail's PhysicsObj creation flow (acclient.exe around the PhysicsObj constructor + part_array initialization). Look for filtering: does retail include the Setup's cyl in its physics shape list, or is there a flag-driven include/exclude?
Files to read FIRST next session
| File / location | What to find |
|---|---|
docs/research/named-retail/acclient_2013_pseudo_c.txt:276776+ |
CPhysicsObj::FindObjCollisions (the dispatch + state flag branch) |
docs/research/named-retail/acclient_2013_pseudo_c.txt:324558 |
CCylSphere::intersects_sphere (the per-cyl dispatch for state & 3) |
docs/research/named-retail/acclient_2013_pseudo_c.txt:324516 |
CCylSphere::step_sphere_up (our A6.P6 anchor; verify our port matches) |
docs/research/named-retail/acclient.h |
OBJECTINFO state bit constants (esp. 0x10000) |
references/ACE/Source/ACE.Server/Physics/PhysicsObj.cs |
ACE's port — cleaner names |
docs/research/named-retail/acclient_2013_pseudo_c.txt:308916 |
CObjCell::find_obj_collisions (per-cell shadow iteration, calls CPhysicsObj::FindObjCollisions) |
Tests to keep green (do NOT regress)
Run these in isolation when verifying any new fix:
dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --no-build -c Debug --filter "FullyQualifiedName=AcDream.Core.Tests.Physics.CellarUpTrajectoryReplayTests.LiveCompare_FirstCap_FixClosesCottageFloorCap|FullyQualifiedName=AcDream.Core.Tests.Physics.DoorBugTrajectoryReplayTests.Directional_OutsideIn_SouthApproach_BlocksAtSlabSouthFace|FullyQualifiedName=AcDream.Core.Tests.Physics.DoorBugTrajectoryReplayTests.Directional_InsideOut_NorthApproach_BlocksAtSlabNorthFace|FullyQualifiedName=AcDream.Core.Tests.Physics.DoorBugTrajectoryReplayTests.CornerSlide_AlcoveEastToCottageNorth_ShouldBlock|FullyQualifiedName=AcDream.Core.Tests.Physics.DoorBugTrajectoryReplayTests.Geometric_DoorSlabAtSphereHeight_OverlapsInZ|FullyQualifiedName=AcDream.Core.Tests.Physics.DoorBugTrajectoryReplayTests.InsideOut_Tick3254_WithCottageWalls_ShouldBlock|FullyQualifiedName~BSPQueryTests.FindCollisions_Path5|FullyQualifiedName~CellTransitTests.A6P5|FullyQualifiedName~DoorCollisionApparatusTests.Apparatus_DeadCenter"
Expected: all 14 pass.
Full Core suite has 17 documented flaky-in-full-run failures — those are the static-leak flakiness CLAUDE.md describes, not regressions.
Things NOT to do (do-not-retry list)
- Don't reverse cyl/BSP iteration order globally. Cross-entity ordering should follow registration sequence (matches retail per-cell shadow_object_list). Only within-entity ordering needs adjustment.
- Don't disable the door cyl unconditionally. Foot-slipping matters for small entities even if not for the player.
- Don't enlarge
EPSILONin slide-back-off math to "give more margin." The 11mm residual penetration is a separate issue (SlideSpherepreservescurrPos.Ywhich may already be slightly penetrating); changing epsilon would mask other bugs. - Don't add per-call workarounds in
CylinderCollision(like "if entity has a sibling BSP, return OK"). Per CLAUDE.md no-workarounds rule — fix the architectural issue, not the symptom. - Don't break A6.P6 step-over for non-door cyls (tree trunks, rock pillars, NPCs). Whatever fix lands must keep cyl-only entities blocking correctly.
Open issue tracking
Add to docs/ISSUES.md after this handoff:
- door-cyl-residual-block: After A6.P5 + A6.P6, sphere can still be
blocked at NE/SE headings approaching a closed cottage door because
the cyl's radial collision normal drives the slide direction into
the slab. Three fix options outlined in
docs/research/2026-05-25-a6-door-cyl-investigation-handoff.md;
pending retail investigation to pick the retail-faithful path.
Severity: M1.5 polish (does not block "kill a drudge" demo).
Pickup prompt for next session
A6.P6 / A6.P7 — door-cyl residual block investigation.
Read first (in this order):
1. docs/research/2026-05-25-a6-door-cyl-investigation-handoff.md
(full context: what landed, what's still broken, the 3 fix options,
do-not-retry list)
2. docs/research/named-retail/acclient_2013_pseudo_c.txt:276776
(CPhysicsObj::FindObjCollisions — the state-flag dispatch)
3. docs/research/named-retail/acclient_2013_pseudo_c.txt:324558
(CCylSphere::intersects_sphere — the cyl dispatch)
State both altitudes:
Currently working toward: M1.5 — Indoor world feels right
Current phase: A6.P7 — retail investigation for door cyl + slab
collision interaction.
The session's main work: retail investigation. NOT implementation.
Specific questions to answer (cite retail line numbers in the report):
1. What does state bit 0x10000 mean? Closed cottage doors have it
set (state = 0x00010008). Retail's FindObjCollisions branches on
`((state & 0x10000) == 0 || ebp_1 != 0) || eax_12 != 0`. What are
ebp_1 and eax_12? Which branch fires for a closed door + grounded
player? (Cross-reference references/ACE/Source/ACE.Server/Physics/
PhysicsObj.cs for cleaner names.)
2. Does the door cyl actually fire collides_with_sphere in retail
when player slides along the door? Set a cdb breakpoint on
CCylSphere::collides_with_sphere (acclient address 0x53a880),
walk a retail player into the cottage door, observe. If cyl
fires: how does retail produce smooth sliding past it? If cyl
doesn't fire: by what mechanism is it excluded?
3. Compare our ShadowShapeBuilder.FromSetup output vs retail's
PhysicsObj shape list for Setup 0x020019FF. Where do they
diverge?
Deliverable: a short report (~2-3 pages) covering the 3 questions with
retail line numbers + cdb trace excerpts. Then propose which of the
3 fix options (BSP-first per-entity / per-physobj dispatch port /
door-cyl-informational) is the most retail-faithful, justified by
the research.
DO NOT implement the fix this session — the brainstorming-only
discipline applies. After the report, the next session will pick
the implementation approach + execute via writing-plans → executing-plans.
Do-not-retry list (in handoff doc) — read it before starting.
Tests to keep green if any code changes happen: see handoff doc.
Reproduction setup ready to relaunch with diagnostics if needed:
ACDREAM_PROBE_BUILDING=1 ACDREAM_PROBE_RESOLVE=1 ACDREAM_PROBE_CELLSET=1
ACDREAM_CAPTURE_RESOLVE=<path>.jsonl